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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#ifndef ATTRACTOR_FSACTOR_H
#define ATTRACTOR_FSACTOR_H
#include "Apex.h"
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
class BasicFSAsset;
/**
\brief AttractorFS Actor class
*/
class AttractorFSActor : public Actor, public Renderable
{
protected:
virtual ~AttractorFSActor() {}
public:
/**
\brief Returns the asset the instance has been created from.
*/
virtual BasicFSAsset* getAttractorFSAsset() const = 0;
/**
\brief Gets the current position of the actor
*/
virtual PxVec3 getCurrentPosition() const = 0;
/**
\brief Sets the current position of the actor
*/
virtual void setCurrentPosition(const PxVec3& pos) = 0;
/**
\brief Sets the attracting radius of the field
*/
virtual void setFieldRadius(float) = 0;
/**
\brief Sets strength of the constant part of attracting field
*/
virtual void setConstFieldStrength(float) = 0;
/**
\brief Sets strength coefficient for variable part of attracting field
*/
virtual void setVariableFieldStrength(float) = 0;
/**
\brief Enable/Disable the field simulation
*/
virtual void setEnabled(bool isEnabled) = 0;
/**
\brief Sets the uniform overall object scale
*/
virtual void setCurrentScale(float scale) = 0;
/**
\brief Retrieves the uniform overall object scale
*/
virtual float getCurrentScale(void) const = 0;
};
PX_POP_PACK
}
} // end namespace nvidia::apex
#endif // ATTRACTOR_FSACTOR_H
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